So, I was reading the forums when I realized something: I have way too many topics for submissions! Seriously, I had tons of them! Too many, infact, for them to be split apart and such, so here's a level pack with all of my pre-released stuff! However, in addition to them all being in a pack, some courses received adjustments and will continue to be updated within this pack! ...Least, this is what I said when I first made it. But now it has grown into a HUGE pack with tons of courses! Ports, new courses, and courses made by other members! There's tons of track to tear up, so get on it!

What's that? STILL not enough Kart action? Well, those Riders and Sonic R stages were gathering dust, so I converted some of them to Karts mode! They can be found starting from "MAPRA".

Oh yes, quite a bit of Kart Kontent there.

OKAY ENOUGH TALK TIME FOR SOME ACTION

MIRRORS

NOTE: Both music wads are required, as the music is split among them. HOPEFULLY, this will mean I only need to update one or the other if I really need to. M1 is for the ports, and M2 is for custom maps.

If you're going from 2.1.1 to 2.2, be sure to grab Music WAD 2! Both text files were updated as well.

Also, if you have both music wads, but enter a server, the music wads wont load themselves in, but just type "loadup" in the console, and the game will do the rest!

Add some borders. Why? Players will be more than likely to fall off bridges and that spiraling staircase at the tree. (While going up the staircase, some people that are drifting are more than likely to fall off.)

Add a gate at the way back to the start. Players may end up driving in front of the starting gate and must turn back to finish the lap.

Here are the problems with Black Bliss:

Stop using so many 90 degree turns. I had trouble when I was racing online with friends, and they complained about crashing into the wall.

Make an invisible sector for outside the fence. On the part where I get a Mushroom boost and fly to the next checkpoint, I sometimes get flown outside the fence and must die to get back in the fence.

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Quote:

Cheaters never win and winners never cheat.

Last edited by SRB2PlayerFan; 12-28-2011 at 01:41 AM.
Reason: Here are more problems with D00D Kart.

Add some borders. Why? Players will be more than likely to fall off bridges and that spiraling staircase at the tree. (While going up the staircase, some people that are drifting are more than likely to fall off.)

Add a gate at the way back to the start. Players may end up driving in front of the starting gate and must turn back to finish the lap.

1: It's easy enough to steer, and there are springs to get you back on track.
2: The path clearly shows how to get back to the beginning, I don't see how you can miss it.

Quote:

Originally Posted by SRB2PlayerFan

Here are the problems with Black Bliss:

Stop using so many 90 degree turns. I had trouble when I was racing online with friends, and they complained about crashing into the wall.

Make an invisible sector for outside the fence. On the part where I get a Mushroom boost and fly to the next checkpoint, I sometimes get flown outside the fence and must die to get back in the fence.

1: Not happening. This is Eagle Cup, of COURSE this is going to happen. It's part of the level's edge and how it works.
2: There are parts where you can bounce back over the fence easily, though I am still considering doing this after numerous complaints.

Quote:

Originally Posted by SRB2PlayerFan

Here are the problems with Monochrome Road:

This level has been cut ages ago. You are clearly using an old version, and thus, should re-evaluate again.

Quote:

Originally Posted by Charybdizs

That's a lot of problems.

EDIT: Wow, more! I might even have to re-evaluate my views on this pack.

It does, and frankly, I don't even think I'll bother to finish them for quite some time; my constant peeves about SRB2 Riders, its lack of updating to fix a major bug discovered just hours after its normal release, limited possibilities, and the release of Mario Kart 7 pretty much killed off all interest I have towards this mod, so don't hold your breath on any fixes. Both this and SRB2 Riders are pretty damn broken.

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Quote:

<Nekoishi> HOW DO YOU JUST NOT NOTICE GIGANTIC BREASTS
<RedEnchilada> I remained ignorant to a set of titanic breasts for 17 years!

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<SpiritCrusher> But I wouldn't say "dead Jew child" is incorrect
<SpiritCrusher> Nobody would doubt that it's a dead Jew child

It does, and frankly, I don't even think I'll bother to finish them for quite some time; my constant peeves about SRB2 Riders, its lack of updating to fix a major bug discovered just hours after its normal release, limited possibilities, and the release of Mario Kart 7 pretty much killed off all interest I have towards this mod, so don't hold your breath on any fixes. Both this and SRB2 Riders are pretty damn broken.

Use diagonal springs. Some people have trouble trying to get past that pillar because you want them to "jump at the right angle". That won't work that way.

Leave the pillar alone. There is nothing special about that pillar, so stop making "tweaks" to it as it serves no purpose.

Again, stop with the numerous amount of 90 degree turns. Why? Because after that pillar, you have to grip left and then left again on that narrow road.

Why are there springs on that curve after the narrow road right before the tunnel? While someone is trying to drift through that spring part, they may end up hitting a spring and respawning at the checkpoint at the narrow road.

It's a good thing you made Cloud Cradle K-E. The original was harder.

Here are the problems with Bleeding Green:

Make the starting sector more wide. Why? Players are more than likely to miss the starting point after they complete a lap.

Make the Star Post Activator sectors more wide. Since the grass is huge, players are more than likely to miss the checkpoint.

The acid section is annoying. Why? It's hard to drift through there and everytime I touch it. I die and have to respawn from the last checkpoint.

In my honest opinion, I really didn't see the point of turning a level made by you into a kart level. It's pointless if you ask me.

Use diagonal springs. Some people have trouble trying to get past that pillar because you want them to "jump at the right angle". That won't work that way.

Leave the pillar alone. There is nothing special about that pillar, so stop making "tweaks" to it as it serves no purpose.

Again, stop with the numerous amount of 90 degree turns. Why? Because after that pillar, you have to grip left and then left again on that narrow road.

Why are there springs on that curve after the narrow road right before the tunnel? While someone is trying to drift through that spring part, they may end up hitting a spring and respawning at the checkpoint at the narrow road.

It's a good thing you made Cloud Cradle K-E. The original was harder.

1: No, I made K-E for this very reason; so I don't have to diminish the original map.

2: I... don't think I've ever touched the pillar. Ever.

3: Hell no, that's what I love about it, and many other stages. I'm not changing it.

4: NO SHIT. That's the idea there.

Quote:

Originally Posted by SRB2PlayerFan

Here are the problems with Bleeding Green:

Bleeding Green is not meant to be taken seriously in the slightest. It is a joke map, and nothing more. I forgot to hide it from the level select.

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Quote:

<Nekoishi> HOW DO YOU JUST NOT NOTICE GIGANTIC BREASTS
<RedEnchilada> I remained ignorant to a set of titanic breasts for 17 years!

Quote:

<SpiritCrusher> But I wouldn't say "dead Jew child" is incorrect
<SpiritCrusher> Nobody would doubt that it's a dead Jew child

The original is stupid with unfair and annoying hazards while the "easy" version is actually fun to play.

I have to agree, but only in terms of multiplayer gameplay ( Which of course, is the intention of all these levels.). I mean the latency that joiners may recieve can make an already difficult level one heck of a nightmare!

Actually, I rather enjoy playing the original Cloud Cradle K as opposed to the easy version, since it's one of the only levels that puts my skills to the test, though I'd usually feel this way, because I'm either playing it by myself, or I'm hosting a server(So latency wouldn't be an issue to me.).

I've yet to try joining a server with this level pack to get an idea of the difference in gameplay, but I get the feeling that the easy version will be more fun to play with others, due to latency probably not having too much of an effect as it would in the original.

Oh, that reminds me; In the original Cloud Cradle K, there's a little problem with the last checkpoint, where depending on what side you are on, will only activate one of the star posts. The problem being that if a player only activates the star post on the right, they'll remain on the same lap.

In Super Circuit, there's Riverside and Lakeside. Lakeside is the one with the volcano. Though I messed up and Riverside has Lakeside's music. I didn't bother changing it due to liking the latter more.

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Quote:

<Nekoishi> HOW DO YOU JUST NOT NOTICE GIGANTIC BREASTS
<RedEnchilada> I remained ignorant to a set of titanic breasts for 17 years!

Quote:

<SpiritCrusher> But I wouldn't say "dead Jew child" is incorrect
<SpiritCrusher> Nobody would doubt that it's a dead Jew child